Not all actors / components are showing in custom editor viewport.

I got a custom viewport editor that I use in a custom asset. For some reason not all actors are showing in this viewport.

Here is video showing the issue.
Unreal (Custom Editor Viewport Not Properly Working) - YouTube

First you see I press play and the actors show up in Play mode.
Than I run the graph in editor and only the character shows up.
3rd I show the actors showing in there own viewport in there blueprint.

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#include "FluidArchitectCoreEditorViewportModuleWidget.h"

/*------------------------------------------------------------------------------
Fluid Architect Core Editor : Scene Module (Preview Scene)
------------------------------------------------------------------------------*/

FFluidArchitectCoreEditorViewportModulePreviewScene::FFluidArchitectCoreEditorViewportModulePreviewScene():FPreviewScene()
{
	// world setting
	GetWorld()->GetWorldSettings()->NotifyBeginPlay();
	GetWorld()->GetWorldSettings()->NotifyMatchStarted();
	GetWorld()->GetWorldSettings()->SetActorHiddenInGame(false);
	GetWorld()->bBegunPlay = true;
	
	// set light options 
	// DirectionalLight->SetRelativeLocation(FVector(-1024.f, 1024.f, 2048.f));
	// DirectionalLight->SetRelativeScale3D(FVector(15.f));

	// SetLightBrightness(4.f);
	// DirectionalLight->InvalidateLightingCache();
	// DirectionalLight->RecreateRenderState_Concurrent();

	// creae a sky sphere
	// UStaticMeshComponent* SkyComp = NewObject<UStaticMeshComponent>();
	// UStaticMesh * StaticMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/MapTemplates/Sky/SM_SkySphere.SM_SkySphere"), NULL, LOAD_None, NULL);
	// SkyComp->SetStaticMesh(StaticMesh);
	// UMaterial* SkyMaterial = LoadObject<UMaterial>(NULL, TEXT("/Engine/EditorMaterials/PersonaSky.PersonaSky"), NULL, LOAD_None, NULL);
	// SkyComp->SetMaterial(0, SkyMaterial);
	// const float SkySphereScale = 1000.f;
	// const FTransform SkyTransform(FRotator(0, 0, 0), FVector(0, 0, 0), FVector(SkySphereScale));
	// AddComponent(SkyComp, SkyTransform);
	

	// now add floor
	// UStaticMesh* FloorMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/EditorMeshes/EditorCube.EditorCube"), NULL, LOAD_None, NULL);
	// UStaticMeshComponent* FloorComp = NewObject<UStaticMeshComponent>();
	// FloorComp->SetStaticMesh(FloorMesh);
	// AddComponent(FloorComp, FTransform::Identity);
	// FloorComp->SetRelativeScale3D(FVector(3.f, 3.f, 1.f));
	// UMaterial* Material = LoadObject<UMaterial>(NULL, TEXT("/Engine/EditorMaterials/PersonaFloorMat.PersonaFloorMat"), NULL, LOAD_None, NULL);
	// FloorComp->SetMaterial(0, Material);
	// FloorComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	// FloorComp->SetCollisionObjectType(ECC_WorldStatic);

	
}

/*------------------------------------------------------------------------------
Fluid Architect Core Editor : Scene Module (Viewport Client)
------------------------------------------------------------------------------*/

FFluidArchitectCoreEditorViewportModuleViewportClient::FFluidArchitectCoreEditorViewportModuleViewportClient(FFluidArchitectCoreEditorViewportModuleWidget* ViewportWidget,FEditorModeTools* InModeTools,FPreviewScene* InPreviewScene):FEditorViewportClient(InModeTools,InPreviewScene)
{
	FEditorViewportClient(InModeTools,InPreviewScene);
	SetRealtime(true);
	ArchitectCorePreviewViewportWidget = ViewportWidget;
}

FFluidArchitectCoreEditorViewportModuleViewportClient::~FFluidArchitectCoreEditorViewportModuleViewportClient()
{
	ArchitectCorePreviewViewportWidget = nullptr;
}

void FFluidArchitectCoreEditorViewportModuleViewportClient::Tick(float DeltaSeconds)
{
	FEditorViewportClient::Tick(DeltaSeconds);
	PreviewScene->GetWorld()->Tick(LEVELTICK_All, DeltaSeconds);

	PreviewScene->GetWorld()->UpdateConstraintActors();
	
	if (ArchitectCorePreviewViewportWidget == nullptr)
		return;

	if (ArchitectCorePreviewViewportWidget->Module->Type == FLUID_ARCHITECT_CORE_RUNTIME_VIEWPORT_MODULE_TYPE_2D)
		SetViewportType(LVT_OrthoXY); // Top Down
	else
		SetViewportType(LVT_Perspective); // 3D
	
	// Get Asset
	const auto Asset = ArchitectCorePreviewViewportWidget->Asset;
	if (Asset == nullptr)
		return;

	// Cal Viewport Init
	if (!bDidInit)
		Asset->OnViewportModuleInit(ArchitectCorePreviewViewportWidget->Module,PreviewScene->GetWorld());
	bDidInit = true;
	
	// Call Viewport Tick
	Asset->OnViewportModuleTick(ArchitectCorePreviewViewportWidget->Module,PreviewScene->GetWorld());
}

void FFluidArchitectCoreEditorViewportModuleViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
	// Draw (With Black Background)
	FEditorViewportClient::Draw(InViewport,Canvas);
	
	// Get Asset
	const auto Asset = ArchitectCorePreviewViewportWidget->Asset;
	if (Asset == nullptr)
		return;
	
	// Call Viewport Draw
	Asset->OnViewportModuleDraw(ArchitectCorePreviewViewportWidget->Module,PreviewScene->GetWorld(),InViewport,Canvas);
}

/*------------------------------------------------------------------------------
Fluid Architect Core Editor : Scene Module (Widget)
------------------------------------------------------------------------------*/

void FFluidArchitectCoreEditorViewportModuleWidget::Construct(const FArguments& InArgs)
{
	SEditorViewport::Construct(SEditorViewport::FArguments());
}

FFluidArchitectCoreEditorViewportModuleWidget::FFluidArchitectCoreEditorViewportModuleWidget()
{
}

FFluidArchitectCoreEditorViewportModuleWidget::~FFluidArchitectCoreEditorViewportModuleWidget()
{
	ViewportClient = nullptr;
}

TSharedRef<class SEditorViewport> FFluidArchitectCoreEditorViewportModuleWidget::GetViewportWidget()
{
	return SharedThis(this);
}

TSharedPtr<FExtender> FFluidArchitectCoreEditorViewportModuleWidget::GetExtenders() const
{
	TSharedPtr<FExtender> Result(MakeShareable(new FExtender));
	return Result;
}

void FFluidArchitectCoreEditorViewportModuleWidget::OnFloatingButtonClicked()
{
}

TSharedRef<FEditorViewportClient> FFluidArchitectCoreEditorViewportModuleWidget::MakeEditorViewportClient()
{
	PreviewScene = MakeShareable(new FFluidArchitectCoreEditorViewportModulePreviewScene());
	ViewportClient = new FFluidArchitectCoreEditorViewportModuleViewportClient(this,nullptr, PreviewScene.Get());
	return (MakeShareable(ViewportClient));
}

TSharedPtr<SWidget> FFluidArchitectCoreEditorViewportModuleWidget::MakeViewportToolbar()
{
	auto Toolbar = SNew(SCommonEditorViewportToolbarBase, SharedThis(this));
	Toolbar.Get().SetVisibility(EVisibility::Hidden);
	return Toolbar;
}

UWorld* FFluidArchitectCoreEditorViewportModuleWidget::HelperGetWorld() const
{
	return ViewportClient->GetWorld();
}

I spawn the actors like so

FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
auto Actor = NodeGraphModuleRunState->MainWorld->SpawnActor<AActor>(ActorClass, FVector::ZeroVector, FRotator::ZeroRotator, SpawnParams);